Jorrit Rouwe Profile
Jorrit Rouwe

@jrouwe

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3K
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301

Lead Game Tech Programmer at Guerrilla Games, creator of the Jolt Physics library. @[email protected], @jrouwe.bsky.social

Joined November 2009
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@jrouwe
Jorrit Rouwe
5 months
So amazing to see what Kojima Productions managed to do with the Decima engine!
@HIDEO_KOJIMA_EN
HIDEO_KOJIMA
5 months
DEATH STRANDING 2 is out now! It’s raining today — maybe because I regard myself as the “Rain guy”, I guess. Anyway, I hope you all enjoy the game. During the pandemic, there were moments when I truly felt like we might never finish this game… To have made it to this day is
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@jrouwe
Jorrit Rouwe
7 months
Added support for Cosserat rods to Jolt Physics. This is a stick constraint with an orientation that can be used to attach geometry. Can be used e.g. to simulate vegetation in a cheap way.
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@jrouwe
Jorrit Rouwe
8 months
A colleague of mine is presenting in a couple of hours! Have had a sneak preview, is going to be good :)
@LifeAtGuerrilla
Life at Guerrilla
8 months
Join Bryan Keiren, Principal Game Tech Programmer at Guerrilla, as he demonstrates how a visual programming framework in DECIMA is empowering developers across disciplines to code without writing code! 📆 Tuesday March 18 | 10:50AM - 11:50AM #GDC2025
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@jrouwe
Jorrit Rouwe
8 months
Jolt Physics v5.3.0 is out! Release notes are here: https://t.co/9F7BNlTMwo (Video is from a new test that validates cross platform character determinism)
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@jrouwe
Jorrit Rouwe
9 months
With built in Jolt Physics!
@godotengine
Godot Engine
9 months
Godot Engine 4.4 is finally here! 🚀 Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes, and more! https://t.co/Kh3Ta1TFv3
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@erin_catto
Erin Catto
9 months
I’ll be speaking about Box2D optimizations at the #GDC2025. I’ll be diving into the details of implementing fast continuous physics. This presentation has a new format I’ve developed recently. I’m really excited to share it! https://t.co/vy8VyPcUE9
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@jrouwe
Jorrit Rouwe
11 months
The Jolt Physics samples now also run on macOS (using Vulkan)! I'm pretty new to making apps for mac. If you have experience and I'm doing it wrong, let me know. Change is here: https://t.co/HpcHzzyutE
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@jrouwe
Jorrit Rouwe
11 months
The Jolt Physics samples now run natively on Linux (using Vulkan).
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@jrouwe
Jorrit Rouwe
11 months
Jolt Physics has been merged into godot 4.4! If you're using godot, please try it out and create an issue in the godot repository if you find a bug. Many thanks to mihe for making all of this possible. It has been a fun project! https://t.co/cnUmqXZ2SW
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github.com
Closes godotengine/godot-proposals#7308. This pull request adds a new engine module (found under modules/jolt_physics) which integrates Jolt Physics, a 3D physics engine developed by Jorrit Rouwe (...
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@BrianBreiholz
Brian Breiholz
1 year
Jolt multi-threaded is crazy🤯 Stresstest using our new ECS library, @threejs BatchedMesh and Jolt Physics. 1000+ dynamic bodies, 120 fps on a low-end PC *while* recording. But try it for yourself! Demo Link + Code in the comments. #gamedev #webgamedev
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@jrouwe
Jorrit Rouwe
1 year
JoltPhysics v5.2.0 is out! Amongst other things, it includes a new tapered cylinder shape. Check out the release notes at https://t.co/HRQ3PRK1v8
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@jrouwe
Jorrit Rouwe
1 year
JoltPhysics.js v0.28.0 was just released (JavaScript version). It can now run in multi threaded mode. This does wonders for the stress test: https://t.co/p08P2q5IbM vs
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@jrouwe
Jorrit Rouwe
1 year
Jolt Physics v5.1.0 is out! It includes improvements to soft bodies, characters and vehicles. It also has a ton of bug fixes. Release notes: https://t.co/zwI1A690hx
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@turanszkij
János Turánszki
1 year
I set up soft body physics for all curtains in Sponza finally. Very pleased about how well Jolt physics handles this. About 3 ms physics simulation here for 10 curtains, 1 monkey head + 4 kinematic ragdolls for characters:
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@SebAaltonen
Sebastian Aaltonen
1 year
Bullet Physics is gone from HypeHype code base. 100% Jolt Physics today. If you include the transition period, it took 1.5 years to achieve this: Initial proto made by 1 engineer, two for making it production ready. https://t.co/BGsPmlPT2j
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github.com
A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West. - jrouwe/JoltPhysics
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@DennisSmolek
Dennis Smolek
1 year
Latest R3/Jolt demo finally up! Based on @ryukennakatake recent ammo demo. For the library: Added dynamic scaling RigidBodies, <Shape> components, Better Debugging, DOF and more! Physics: Jolt by @jrouwe 3D: @threejs Live: https://t.co/ObwEHZprWb
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@fronkongames
Fronkon Games
1 year
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